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I'd like to see Nym as a Rebel again because he's a cool character, as long as he's vastly different to his 1.0 counterpart. The Dev's have said they are going to minimise cross faction ships though, so there is probably a very low chance of it happening anyway.

K-Wings are useless because they don't have a decent means of working as ordnance carriers.

I actually think it's the Gunboat that's stolen the K-Wing's thunder, because it's the ship that gets to SLAM and still shoot missiles or torps. Without any beneficial pilot abilities like Deathrain's or Redline's and without any appropriate gunner or crew card, the K-Wing is just a worse ordnance carrier than the Y-Wing.

Deathrain can drop a bomb, focus, move boost into range or arc as needed and target lock to fire fully modded missiles or torps. K-Wing's get to SLAM out of range and reload, then not do anything for the rest of the turn. I don't understand Tuke at all. He's the most expensive pilot, but not the highest Initiative and his ability doesn't help him at all. If you want to run Tuke, you're saying that he will only be using bombs because you're sacrificing mods on any other attack, and without any other tricks I feel like I'd take a Y-Wing for that job every time. Sure, you don't get Sabine and reload is red, but you're paying sixteen points less for the same IN.

Punishers don't need ordnance so much because of Traj Sim, but they're still much better with them than the K-Wing.

There's nothing the K-Wing can do that isn't done better by another ship, and they don't have any tools to synergise being able to do a worse version of everything at once.

Even a ship ability that would let them launch a bomb with the 1 forward template might have made them interesting, thanks to SLAM helping you get of range.

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I'm not entirely sure K-Wings are dead meat, but using them is certainly a tough nut to crack.

Warden Sqd - Barrage Rockets, Proton Bombs (51)

Warden Sqd - Barrage Rockets, Proton Bombs (51)

Warden Sqd - Barrage Rockets, Seismic Charges (49)

Warden Sqd - Barrage Rockets, Sabine Wren (49)

I'm not sure that's good but it's going to fly very unusually and it can cover a lot of table with its threats. It's something I need to see in action before I discount it, which is how I felt about the Harpoon Nu Squadron Pilot in 1.0 when it first appeared.

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I'm not entirely sure K-Wings are dead meat, but using them is certainly a tough nut to crack.

Warden Sqd - Barrage Rockets, Proton Bombs (51)

Warden Sqd - Barrage Rockets, Proton Bombs (51)

Warden Sqd - Barrage Rockets, Seismic Charges (49)

Warden Sqd - Barrage Rockets, Sabine Wren (49)

I'm not sure that's good but it's going to fly very unusually and it can cover a lot of table with its threats. It's something I need to see in action before I discount it, which is how I felt about the Harpoon Nu Squadron Pilot in 1.0 when it first appeared.

Yeah, that's about all I can think to do with them.

The one interesting niche they have is with easy to use ordnance out the front (read: barrage rockets and nothing else), double turret positioned on either side and bombs out the rear while being relatively cheap.

Gives them a sort of 360 degree coverage without much in the way of action dependency. The only issue I have is that's sort of where it ends. There's no real way to capitalise on it other than maybe Han Gunner. There's no way I can see to really leverage SLAM into something offensive, it's still just a way to get out of trouble or avoid bombs.

Again, just a little something unique like a ship ability that let them restore another charge on a second card when they Reload could have made this combined arms approach interesting, and increased the benefits of SLAMing away (Adv SLAM plus Reload). Or an ability that lets them take multiple of the same device, torp or missile to represent the modular weapon system and sheer amount of ordnance they're supposed to be able to carry. Double stacking Cluster Missiles could have been fun.